Spirits
Spirit is a general term given to beings that aren't living or considered "mortal". While some simply exist as entities of their own accord, others are beings that still try to cling to the mortal realm when they should have since moved on.
All spirits are timeless and do not age the same way that most mortal beings do, but their existence for being in the realm are different depending on which type of spirit is at hand.
Spirit Names
The names of spirits are going to vary widely depending on the particular type of spirit. Ghosts, for example often carry with them the name they had when they died if they are able to remember it. Other beings such as: kelpies, kitsune, and naga are going to have more unusual names. While some may simply pick a name they've heard in passing, some may have a name that is almost foreign to the tongue.
Ghost
Ghosts are typically humans - more rarely other species - that continue to persist path death. They are trapped in the plane, their residual energy of their past shell keeping them from leaving the material plane. Despite being called "ghosts" its important to note they differ in make-up from typical undead/ghosts. Often something is keeping a ghost trapped from leaving, but the reasoning as to what seems to vary greatly between individuals. Magic may keep them trapped, such as a spell gone wrong that ripped them from their physical bodies. Other times it may be a deep longing to keep living, but one that manifested in their souls being stuck. Other times a deep grudge continues to let their anger and energy persist, making them close to a revanent.
Lost Souls
It's common for ghosts to have lost their memory to their past, which further leads them into a spiral of being trapped in the material plane, unable to ever find peace. Other times, ghosts have been known to be too stubborn to pass on, clinging to the little life they have left in order to finish unfinished business or exact revenge on whomever killed them.
Ghosts appear as they did in their life before they died, wearing the same clothes and having the same hairstyles and everything. The only difference is that ghosts have an almost sheer, transparent look to them. In harsh or bright sunlight for example, it can become difficult to see or notice a ghost. Sometimes ghosts may have subtle glimpses of their injuries from when they died, such as hints of red splatters or other injuries.
Only certain races are said to become ghosts and the most common are humans. The only other ghosts have been amazons, changelings, fae, merfolk, and orcs. They will still have the appearance of their former race in theory, but they will have the abilities & paleness of a ghost.
Ghost Traits
Ability Score Increase. Choose any +2; choose any other +1
Age. Ghosts don't age once they've died, they stay the appearance of the age they died. Ghosts may not exceed 1,000 years old.
Size. Ghosts will be the same size as their old form was before they died. If you were small, you will be small.
Speed. 30 ft, you can hover 1 feet over the ground, but can't fly. If you end your turn more than 1 feet over the ground, you start falling.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Ghostly Nature. You do not require air, food, drink, sleep and you are immune to being poisoned, poison damage, and diseases. Your ghostly form still takes damage from various sources as it exacts a mental toll on you, making it harder for you to keep your form planted into the mortal plane.
Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
Ghostly Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the false life spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and two standard language of choice.
Kelpies
Kelpies are freshwater spirits that typically inhabit the swamps and lakes of Endorrain. They are sadistic beings that take pleasure in tricking the foolish to come to swim with them in their pools of water, where they will promptly drown their victims and then consume their flesh. To be a kelpie is to mean you eat and survive and that is your life. Few find any other meaning to life.
They are said to be incredibly territorial, fighting other kelpies over hunting grounds. They are greedy, malevolent, and very rarely get along with others. Some believe that kelpies were formerly other races - like elves and humans - that became swallowed by greed. As such they were promptly cursed to become kelpies to the end of their days.
A Taste of Danger
A key feature of kelpies is that they appear attractive. It is their job to hunt prey by attracting it to them so what better way than by appearing pretty? They have fair complexions and big, wide eyes that gives them the appearance of being innocent. Having dark hair is most common, but some have been found with lighter complexions. Typically their hair may have lily pads or other plant-life tied into it, which can be a key feature in picking out a kelpie. They also may appear to have a natural glistening quality to them but this is because they must always stay wet.
In their horse-form they typically appear as beautiful white horses. But this form is a ruse and will quickly melt away once their prey is in a spot where they can't esceape. A real kelpie will have seel-like skin, sharpened teeth, and inverted hooves. Their manes are often long, matted, and soaking wet.
Kelpie Traits
Ability Score Increase. Choose any +2; choose any other +1
Age. Kelpies simply exist. They don't age nor are they born. Kelpies always come to be at adult ages (18+) in human years.
Size. In their humanoid forms, kelpies have the same average heights as humans ranging from 5 ft. to 6 ft. tall. Your size is medium.
Speed. Your base walking speed is 30 feet, you have a swim speed equal to your walking speed.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Amphibious. You can breathe in both air and water.
Charming. You have the innate ability to cast the charm person spell once per short rest. Your Charisma is your spellcasting ability for it.
Equine Form. Your default appearance is that of a humanoid creature. As an action, you may shift your form into that of a horse. Any equipment you are wearing or carrying merges into your form.
You can revert back to your default form by using a bonus action and you automatically revert if you fall unconscious, drop to 0 hit points, or die. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your default form.
You can't cast spells while in animal form, and the process of transforming breaks concentration on any concentration spells you've already cast. You may take animal form once per long rest.
Languages. You can speak, read, and write Common, Sylvan, and one standard language of choice.
Kelpie Form (Horse)
Large fey, Any alignment
- Armor Class 14 (natural armor)
- Hit Points 8 per level
- Speed 60 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages you speak
Amphibious. You can breath air and water.
Transformed. Your mental statistics remain unchanged from your default form so you would replace those with the above stats. You are not able to speak while in this form unless someone is under the effect of the spell Speak with Animals or something similar.
Viscous Composition. Any creature that touches you for longer than one minute becomes grappled (escape DC 15), as part of their body touching the Kelpie becomes engulfed in the viscous substance that oozes from your true form. A creature grappled in this manner by you makes their escape check with disadvantage.
Slippery. You have advantage on ability checks and saving throws to escape a grapple.
Actions
Multiattack. You can make two attacks. Two with your hooves, two with your bite, or one with your hoof and a bite attack.
Hooves. Melee Weapon Attack: PB + 4 to hit, reach 5ft., one target. Hit: 2d6 + 4 bludgeoning damage
Bite. Melee Weapon Attack: PB + 4 to hit, reach 5ft., one target. Hit: 1d4 + 4 piercing damage & 1d4 acid damage
Suffocating Grasp. Each creature attached to you and submerged in water must make a DC 15 Constitution saving throw. On a failed save, a creature takes 2d10 necrotic damage and starts to suffocate if it can't breath water. On a pass, it takes half as much damage and can still be considered holding its breath.
Reactions
Adhesive. When a large or smaller creature hits you with a melee attack or touches you, you can adhere to that creature to itself, causing it to automatically become grappled (escape DC 15).
Kitsune
There are two ways kitsune are created. The first is by being a fox in the human world. A fox who desperately wished to be a human may find that, when they die, they have become a kitsune: which is as close to human as magic can allow them to be. While the second way is to be a human who died with jealousy in their hearts, where they find they have become a kitsune in a second life.
Kitsune are a special type of "spirit fox" with strong abilities in magic and illusion. There are mixed views on kitsune and what their purpose is. Often, they are seen as pranksters that enjoy causing mischief towards those who are overly prideful or greedy. They use their beautiful appearance to charm people of power, then steal something important from them or lead them astray with magic. On the other hand, kitsune are also viewed as faithful companions and bringers of good fortune, which is why many people have shrines and temples that honor kitsune.
Shapeshifting Foxes
When in human form, kitsune appear to be more beautiful than the average human but nothing extraordinarily so. The easiest way to tell a kitsune apart from a human are the ears, tails, and fox-like eyes that kitsune usually have on their human form. That being said: kitsune can also choose to hide or mask these features with their magic, in which case the only way to get a kitsune to reveal their form is by getting them scared or drunk.
They do have a fox form that they can shapeshift to. They look like normal foxes that are wild in the world, but usually it's the tail that signifies the difference between a real fox and a kitsune.
Kitsune in general are known specifically for their tails, which are said to hold their magic. They can have as many as nine tails in total, each of which usually take the colors of whatever their fox form is. The more tails a kitsune has, the older and more powerful the kitsune. Full nine-tailed kitsune are incredibly rare and immensely powerful. Generally a fox will gain about one tail every century, for up to a total of nine.
Kitsune Traits
Ability Score Increase. Choose any +2; choose any other +1
Age. Kitsune simply exist. They don't age nor are they born. Kitsune always come to be at adult ages (18+) in human years.
Size. In their humanoid forms, kitsune have the same average heights as humans ranging from 5 ft. to 6 ft. tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Kitsune Magic. Your soul is entwined with fire and illusions in both aggressive and charming ways. You know the produce flame cantrip, though your flames may appear to be a different color. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell and regain the ability to do so when you finish a long rest.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Shapechanger. Your default appearance is that of a humanoid creature. As an action, you may shift your form into that of a fox. Any equipment you are wearing or carrying merges into your form.
You can revert back to your default form by using a bonus action and you automatically revert if you fall unconscious, drop to 0 hit points, or die. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your default form. You cannot cast spells while in your kitsune form except those listed in your kitsune magic ability.
Languages. You can speak, read, and write Common, Sylvan, and one standard language of choice. In addition you can speak with and understand foxes as if using the Speak with Animals spell.
Kitsune Form (Fox)
Small fey, Any alignment
- Armor Class 14
- Hit Points 5 per level
- Speed 45 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 9 (-1) 10 (+0) 10 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages understands Common
Transformed. Your mental statistics remain unchanged from your default form. You are not able to speak while in this form unless someone is under the effect of the spell Speak with Animals or something similar.
Keen Hearing & Smell. While in this form you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. While in your fox form, you can make two attacks with your claws or one with your bite.
Bite. Melee Weapon Attack: +2 to hit, one target. Hit: (1d8 + 2) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, one target. Hit: (1d4 + 2) piercing damage.
Naga
Most fear nagas (also called nāgas, nagi, or nagini) without being fully aware of what exactly nagas are. People of the world usually make assumptions of them because of their resemblance to snakes, believing them to be evil. This typically leaves people to shun naga, as they think they bring bad luck and bad fortune. In actuality: naga are known to be powerful protectors and guardians. It's said the first naga was created by a god when a snake bared its fangs at a wild wolf to protect a defenseless infant.
Naga are typically found in ancient temples, castles, or at other important places where they serve as the guardian. Keepers of doors or portals to other realms, naga are known to be astute defenders. Of course what they choose to protect varies from naga to naga: some might be protectors of nature, others might prefer to sell their services to those in need, while others have picked national monuments or temples. They are said to be powerful wisdom bearers, but also are quick to lash out at anyone who so much as whiffs as a threat to whatever it is the naga might be protecting.
Serpentine Forms
From the waist up, a naga appears like a normal human. From the waist-down they have the body of a snake as opposed to having legs. Naga are quite beautiful in appearance, with smooth skin and very lithe figures. They usually have different coloration: all of which typically mimic snakes you'd find in the real world.
Traditionally - and more commonly - are the cobras. Naga will sometimes even have a similar hood-like appendage on their head and shoulders that they can flare out when distressed or upset. Other naga may have thicker, more powerful bodies as they take a similar appearance to anacondas or pythons.
The fangs also vary, as venomous snakes have two long fangs while non-venomous tend to just have sharper teeth. Naga also have forked, snake-like tongues and many - though not at all - have snake-like eyes as well.
Naga Traits
Ability Score Increase. Choose any +2; choose any other +1
Age. Naga simply exist. They don't age nor are they born. Naga always come to be at adult ages (18+) in human years.
Size. A naga's torso is usually shorter in size, as the rest of their body is made up of the snake-like tail. They be up to ten feet long in length with their tails included. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Poison Resistance. You have resistance to poison damage, and you have advantage on saving throws against becoming poisoned.
Slither. Your serpentine build makes you difficult to grab. When a creature makes a Strength (Athletics) check to grapple you, they have disadvantage on their check.
Venom Spray. Your fangs are dangerous and full of venom. You can use your action to spray venom into the eyes of an enemy. When you use this feature, one creature that you can see within melee of you must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is blinded for one round and takes 2d6 damage. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. On a successful save, they take half as much damage.
After you use your venom spray, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write Common, and two standard languages of choice.